Magma Rock -- Damage 80 (rock), 60 (flames), 85 (explosion) -- MP Cost 200 -- Key combination: D ^ JManipulating the more potent powers of earth deep down near the center of the planet, Tera can
create a rock virtually consisting of solid fire. Too bad that it is too hot to hold for even Tera,
so he has to throw it far, far away as soon as he gets rock done (yeah right, sloppy code). You
see, just dropping it wouldn't be wise - the air currents make the rock sprout flames, and put too
much pressure on it and it will explode.

Earthquake -- Damage 5 -- MP Cost 60 -- Key combination: D v AA sharp punch on the ground, and it will crumble like a wooden house. The thrusts of the quake
throw opponents and objects far up high, though don't deal much damage.

Lava Stream -- Damage 20 (each) -- MP Cost 70 -- Key combination: D v JAn even sharpen punch, and the ground does not crumble anymore, but instead a flow of lava will
stream from the hole that reaches the very depths of the planet itself, quickly burning itself out,
often taking down many opponents with it.

Inner Sun -- Damage 60 (flames), 85 (explosion) -- MP Cost 300 ( +16...) -5HP -- Key combination: D J A (D to stop)The ultimate magma-attack calls upon the inner heat power of both the planet and Tera himself,
literally turning Tera into a small sun. This begins with a powerful explosion and continues to
sprout solar flames into just about every direction.

Terra Nemesis (SECRET HELL MOVE)This (so far) theoretical move summons the power of the entire solar system, raining down the very
being of the surrounding planets on your opponents. It is supposed that this move is conducted from
the Inner Sun technique.

Notes

The Terra Nemesis key combination has been discovered. It is: D J A J D > A D